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| *Becomes stronger and flashier with Active Flow | | *Becomes stronger and flashier with Active Flow |
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| Azrael punches the opponent on startup, then unleashes a series of brutal attacks on the opponent. Puts Azrael in Active Flow if he hasn't already been in it already. Has full invul and is safe on block, but it has no minimal damage and cannot be rapid-canceled. | | Azrael punches the opponent on startup, then unleashes a series of brutal attacks on the opponent. Puts Azrael in Active Flow if he hasn't already been in it already. Has full invul and is safe on block, but it has a mere 10% minimum damage and cannot be rapid-canceled. |
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| While Azrael's EA is among the most damaging in the game, it puts him in an unfavourable position in most match-ups (takes people out of corners and places opponents across the screen). | | While Azrael's EA is among the most damaging in the game, it puts him in an unfavourable position in most match-ups (takes people out of corners and places opponents across the screen). |
Azrael
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Health:
Combo Rate:
Prejump:
Backdash Time / Invul:
- Play-style
- Low mobility, very strong mixup
- Similar to
- Necalli (Street Fighter V)
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Overview
Azrael is a member of Sector Seven who spends most of his time moving from one battle to the next in search of a strong opponent. He is entirely obsessed with using his own raw power to fight, and has never used a weapon. However, due to his super-human strength, he can't go all out in battle; thus, he has imposed a limiter of some sort on himself.
Azrael is a big, heavy-hitting offensive character. He has to effectively use his teleport dashes to get around the screen, and try to get in on the opponent. Once in he has to use his pokes and various specials to get a combo that usually ends with a "weakpoint" attack. Azrael's unique Drive is the ability to apply weakpoints, which can lead to big damage.
Drive: The Terror
Azrael's Drive attacks reveal weakpoints when they hit the opponent. Weakpoints are active for 1000F (roughly 17 seconds) before disappearing if not used.
- Upper Weakpoint Moves: 5D / 6D / j.D / 236D
- Lower Weakpoint Moves: 2D / 3D / j.2D / 214D
These moves gain new properties when you hit the corresponding weakpoint. This consumes the weakpoint, but you can re-apply it in the same combo. Of course, the moves apply the same weakpoints that they get the additional properties from. All regular ground Drives can potentially be followed up on CH without weakpoint. Hornet (and possibly Valiant), can be followed up on CH with a regular-style combo, and you can use the weakpoint earned within that very same combo. Each Drive's "weakpoint version" has repeat proration.
The properties the moves gain:
- 5D – Staggers, can go into 5B>~ for a combo.
- 2D - Knockdown, which can be followed up with 2A>5A>5B to aerial.
- 6D - Bounces, goes into 5B>TCL,etc.
- 3D - Bounces, Goes into 5B>~.
- j.D / j.2D - Ground bounces the opponent into the air to follow-up with a combo, staggers on ground hit. j.D is used rarely out of the corner, as the ground bounce knocks them away. While possible, it is hard to follow up in most cases.
- 236D (Valiant Crash) - Knocks the opponent away, enabling Valiant Charger. Can repeat (6>5C) multiple times for insane corner carry, or various other attacks in the corner.
- 214D (Hornet Bunker) – Sort of like Guilty Gear's Dust. Enables Hornet Chaser to be used, followed up with aerial combos.
- 236236D (Black Hawk Stinger) - Can't be blocked high with UW, or low with LW. Unblockable with both but can be Barrier blocked if in the air.
Overdrive: Mind Colosseo
- Azrael's Drive attacks now reveal weakpoints even on block.
- Azrael can now special-cancel his Drive normals.
- Weakpoints are not used up when you hit the opponent with weakpoint moves, allowing Azrael to use each of his Drive attacks in the same combo for big damage.
- Weakpoints do not disappear over time like they normally would as long as OD is active.
Strengths/Weaknesses
Strengths |
Weaknesses
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- High amount of health.
- Does solid damage on average (Weakpoint damage considered).
- Does great meterless damage with Weakpoints.
- A large selection of mixup options, Azrael has a number of of standing overheads and lows, a grounded crossup dash, guardpoints on some moves, a meterless reversal and a situational unblockable.
- Has a great backdash for getting out of pressure midscreen.
- Has a decent anti-projectile move (214B - Growler Field), that can also absorb projectiles and gains one of his own in return (up to 3). You can also choose to shoot it back right after absorption.
- Because of his health, backdash, reversal super, DP and Growler Field, opponents need to know how to deal with his wakeup options.
- Valiant Charger combos give great corner carry and good damage, and can be burst-safe.
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- Large body, relatively slow character (slow walking speed).
- 5A/2A have short reach, doesn't have a good balance of move ranges and startup speed.
- While his forward dash is great for offense, it can be awkward to move around with. Neutral can be difficult against chars and players that can zone effectively.
- Pressure can be short, and falls to proper use of Barrier and IB. Players can take advantage of gaps with reversals/quick moves, especially with IB.
- Big damage combos require you to have weakpoints already applied in most cases.
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Template:CharLinks-BBCF
Normal Moves
5A
5B
5B
Good Poke/Decent Anti-air
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5BB
5C
2A
2B
2B
Further Crouching Poke/Combo Extender
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2C
2C
Mostly Combo Filler/Somewhat Anti-air
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1100
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All
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13
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6
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Total 50
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-
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BP
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-
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3C
6A
6A
Combo Filler/Decent Against Ground Attacks
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6B
6C
j.A
j.B
j.B
Good Air Poke/Crosses-Up
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780
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High/Air
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9
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3(2)3
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12
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-
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H
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-
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j.C
j.C
Mostly Combo Filler
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990
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High/Air
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12
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6
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15
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-
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H
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-
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j.2C
j.2C
Dive Kick
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1000
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All
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22
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till L
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10L
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-
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H
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-
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Taunt
Drive Moves
5D
All of Azrael's Drive moves have Same Move proration if used more than once in a given combo. Weakpoint and non-weakpoint versions are counted separately.
5D
Overhead
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900 (1080)
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High
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21
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3
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20
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-
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B
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-
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2D
2D
Low
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700 (840)
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Low
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15
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3
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12
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-
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F
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-
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3D
3D
Slightly ambiguous low
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1000 (1200)
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Low
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24
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6
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15
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-
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F
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-
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6D
6D
Overhead
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1000 (1200)
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High
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27
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7
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14
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-
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B
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-
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j.D
j.D
Upper weakpoint air ender
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900 (1080)
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High/Air
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19
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5
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16+4L
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-
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H
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-
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j.2D
j.2D
Lower weakpoint air ender
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900 (1080)
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High/Air
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19
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3
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16+4L
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-
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H
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-
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Universal Mechanics
Forward Throw
Forward Throw 6B+C
Launches upward
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0•1500
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Throw
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7
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3
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23
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-
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T
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-
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Back Throw
Back Throw 4B+C
Slams behind him
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0X2•1500
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Throw
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7
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3
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23
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-
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T
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-
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Air Throw
Air Throw B+C in Mid-Air
Drops to the ground
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0•1500
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Throw
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7
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3
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23+3L
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-
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T
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-
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Counter Assault
Counter Assault 6A+B during blockstun w/50%
Counter Assault
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Crush Trigger
Crush Trigger A+B w/25%
Crush Trigger
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1000
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Barrier
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20
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1
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25
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-
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B
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-
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1000
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Barrier
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30-61
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1
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25
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-
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B
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-
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Special Moves
Gustaf Buster
Gustaf Buster 236A
Neutral Attack/Pressure Ender
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Tiger Magnum
Tiger Magnum 236C
Combo filler/Big damage starter
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Cobra Strike
Cobra Strike 6C during Tiger Magnum
Filler Move
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Leopard Launcher
Leopard Launcher 6C during Cobra Strike
Filler move
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Growler Field
Growler Field 214B (Chargeable)
Anti-projectile
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Phalanx Cannon
Phalanx Cannon 236B (After absorbing projectile with Growler Field)
Only long-range attack
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1400
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All
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5
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Until Offscreen
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26T
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-
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P2*
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-
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Sentinel Dump
Sentinel Dump 214C (or 22C on downed opponent)
Used for crouch confirm / Random attack
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1000 (600)
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All
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47(33)
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3
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55T(50T)
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-
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P1*
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-
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Panzer Strike
Panzer Strike 623B
Two-part move
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1000, 1000
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All
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18
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12(14)Until L+4
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30
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-
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-
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Valiant Crash
Valiant Crash 236D (Chargeable)
Dodgy looking overhead
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1200 (1440)
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High/Air
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25-56
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9
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38
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-
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B
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-
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Valiant Charger
Valiant Charger Press [6] during Valiant Crash w/ upper weakpoint applied
Provides huge corner carry
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Hornet Bunker
Hornet Bunker 214D (Chargeable)
Strange looking low hit
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1200 (1440)
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Low/Air
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25-57
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10
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24
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-
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B
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-
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Hornet Chaser
Hornet Chaser Press [8] during Hornet Bunker w/ lower weakpoint applied
Allows follow-up to Hornet Bunker
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Distortion Drives
Black Hawk Stinger
Black Hawk Stinger 236236D
Combo ender for extra damage
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3000
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All
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7+4
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3
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54
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-
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B
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-
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3700
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All
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7+4
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3
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54
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-
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B
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-
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Scud Punishment
Scud Punishment 214214D
Gets both weakpoints / Special effect
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600, 1500
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All
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6+10
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3
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45
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-
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B
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-
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600, 300*2, 1500
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All
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6+10
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3
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45
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-
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B
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-
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Exceed Accel
Full Spartan ABCD during Overdrive
Pretty much a souped-up TCL
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600*3, 1400
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All
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Fast: 10 Slow: 20
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3
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34
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-
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-
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600, 1200*2, 3100
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All
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Fast: 10 Slow: 20
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3
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34
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-
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-
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Astral Heat
Patriot Apocalypse 632146C
"Enchant Dragunov"
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32000 (DESTROY)
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All
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7+9
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15
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128
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-
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B
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-
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External References